objective oriented modes really dont make sense if there is no respawn, because the 'just kill everything' strategy remains in play. the limited respawn of fp helps make some modes better, like conquest, but then you have other modes which are subject to rushes due to static objectives (namely siege and incursion). however siege uses objective chains that requires targets be hit in a particular order which makes rushes possible to intercept. scouting also had a problem with static beacon placement, once you played a level a few times you could easily memorize all the beacon placements, so people familiar with the maps could locust rush and dive the drop zone.
what you need are moving objectives that require the teams to be in multiple places simultaneously. escort provided a moving objective. the fact that you didnt know the route of the atlas (though the routes were more or less static and thus predictable, a major downside) meant that you had to do some scouting early on to find it, and while rushing it at this point would be a viable strategy it would just devolve into skirmish because the other team didnt have anything to do but kill mechs. it did bring good features to the table but the implementation was pgi grade excrement at its finest. replacing the atlas with a long strung out convoy that had multiple routes would help a lot.
domination (as well as conquest) is pretty successful for its map control requirements. but it suffers from the fact that an aggressive push and control of the far side of the cap zone can end the game quickly with little in the way of score. it also suffers from meaningless side objectives. rarely hitting a side objective can turn the tables, but most of the time you can ignore them. this was also an issue on counter attack, omega was there but it was just like mario jumping on the flagpole, playing no actual role in the game.
incursion towers, often too weak to really make a large difference in the outcome. you need to send a light out to get a battery to enable an intermittent ability, 2 of which center around missile use/counter, and the other is only useful in the fp edition that everyone wants removed. destructible walls are nice but they are not employed well at all in incursion. why punch a hole in a wall if there is an opening you can walk through.
also rewards for objective are practically nonexistent, so players will always prefer to skirmish it out no matter what the objective is. objectives should be at least equivalent to killing a mech in terms of rewards.
what works:
moving objectives
multiple objectives
control of territory objectives
limited respawn
destructible objects (which limit movement or open new routes)
objective chains
time sensitive objectives
points for objectives
what doesnt:
meaningless side objectives
easy to rush static objectives
weak non objective side targets
static objective placement/objective routes
singular objectives
standardized scoring
with that in mind a mode where we leverage the pros and avoid the cons. the ideal mode would have multiple objectives, sequenced primary, secondary and tertiary objectives. with singular targets of opportunity including objectives which aides in the completion of other objectives (capturing a new drop zone in a more strategic location or controlling a weapons battery/airfield/arty base etc). objective sequences should be reversible, say you need to hold a cap zone to open a route to the next objective, the enemy can take it back and stop you forcing you into an expensive fight to reclaim it. some objectives may require speed and others may require force, so an enemy rushin one objective may be woefully unprepared for the next objective.
the primary, secondary, and tertiary objectives should put you at cross purposes forcing you to prioritize one over the other or partition your forces as necessary or simply write it off as a lost cause. time crunches may force you to break off a fight in order to deal with another situation elsewhere, thus keep the skirmish outcome from dominating. you would then score on objetcives completed (and in fp those objetives scores would advance or diminish your progress in the story).
what i described here is mission oriented gameplay and you can build it with features already implemented in the game. the problem is pgi thinks they are done. enjoy your arena shooter.
Edited by LordNothing, 03 July 2019 - 12:02 AM.